Sunday, May 26, 2013

Alamo GT Part 1, Pregaming

Hey there folks,

Sorry for the delay, Jack and I were at the Alamo GT in San Antonio last weekend, and then this week the wife and I got sick so I'm just now getting to posts.

First of all, happy memorial day to veterans and revelers alike.

Now, for the pregaming. The Alamo GT is held in San Antonio at essentially a Catholic VFW hall, this was mine and Jack's first time and it was a total blast.

Here's one of the best parts a bar inside the venue, staffed by a friendly old dude with $2.50 draft beers.

So the tournament went from Saturday to Sunday, three games the first day, two the second. Totally doable, Jack and I were wore out that first day. We may be getting old but it was a hell of a time.

Here are a few pictures of us setting up and me prowling around the hall before the day got started.

Here we have Jack getting set up.
Here's my Space Wolves, we went 1-2-2 for the weekend. 

Badass Hoth table, neither of us got to play on it. 


Angry Marines, the guy who played 'em got to drink for free for the weekend. 



Loved these nids, I have more of them on later, the painting is incredible. 














Here we have Jack's Guard and Imperial Fists. 













Thomas "Goatboy"'s daemons

John Cook aka CrazyRedPretorian's Space Wolves











That Keeper of Secrets had a disturbingly nice ass. 




Wednesday, May 1, 2013

GW v. Blogs: Legal Issues in Wargaming.

Hey again folks, 

Bryce here with a  few words on all the litigious goings on in the hobby lately. 

First of all, while Jack and I are attorneys this post does not constitute legal advice, if you have need of legal advice contact a licensed attorney in your jurisdiction. The legal information I direct you to does not constitute legal advice, it is merely a posting of Games Workshop policy and is to be used at your own discretion.

This post does not create an attorney client relationship between the authors and members of the public, nor do the authors accept or acknowledge any liability in regards to use of the legal information posted below from Games Workshop's website. 

Lately we wargamers have been seeing a lot of legal action around the hobby, whether the ongoing battle between GW and Chapterhouse, to the recent possible takedown of Faeit and BoLS. Even legal accusations between big name sites and the hobbyists who run them, Battlefoam going after TastyTaste (allegedly defamatory post here). We are seeing that our hobby is involved with more legal issues than most would even dream of.

So, here are a few highlights from GWs legal policies on their site. 

1) IP Policy

"BE AWARE that we will happily spend money bringing counterfeiters and other infringers to justice, regardless of the cost. Such activities kill the hobby for everyone."

2) The Dos and Don'ts of playing their games and talking about them.

Here is an example DO:
"We encourage fellow hobbyists to show off their painting skills by taking photos of their miniatures and putting the on the site. Please remember to correctly credit the IP - "miniature © Games Workshop 2003. All rights reserved. Used without permission - model painted by xxxxxxx""

Here is an example DON'T:
- Create, distribute, or use any material that is not consistent with the functionality, atmosphere, and parameters of the Warhammer universe as created and owned by Games Workshop

3) Disclaimers Here is the correct disclaimer that should be used with any blog or website discussing GW IP. 

"This web site is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners."

"Knowledge is power. Guard it well."  TM and/or © Games Workshop.

Wednesday, March 20, 2013

Bolt Action, Review and Models



Alright, I've found the new hotness Bolt Action.

This is a 28mm WWII platoon level skirmish game. You have a few command models and two to five squads that make up your platoon. In addition to this core you can add a selection of specialist troops, along with artillery, anti tank guns, transports and a tank.

The game itself is a rather simple d6 based wargame. But, there are a lot of innovative components attached to a simple, quick, and functional base.


The most fundamental and innovative aspect of the game is the use of order dice. These dice are placed in a bag or some other opaque container to determine the order that units are activated in. A die is drawn and that player activates a unit. There are 6 actions that can be taken. The die is then placed next to the unit with the action taken face up.

1 Fire shoots with no penalty but without any movement.
2 Advance has you to move and fire with a -1 penalty.
3 Run moves a unit at double speed without firing.
4 Ambush the unit does not move but gets to fire out of turn.
5 Rally allows a unit to remove pin markers instead of moving or shooting.
6 Down this makes a unit harder to hit but gives up shooting and movement.

So this is the core of the game, you pull a die, that player activates a unit, then repeat until there are no dice left in the bag.

Movement
Different units have different movement rates, for example infantry move 6 inches, and tracked vehicles move 9 inches with an Advance order. Terrain merely prohibits infantry from using a Run order.


Shooting
Now on to shooting, the meat and potatoes of any non ancient war game. All units hit on a 3+. Simple enough. However there are many factors that affect the die role and take into account a whole host of conditions. Shooting at over half range, -1, shooting by Inexperienced -1, target in light cover(woods and brush, etc.) -1, behind a wall or other hard cover -2, shooting while moving with an Advance order -1, shooting at a unit that has taken a Down order -1.

As you can see this is a quick and easy way to resolve shooting. If modifiers increase the score needed to hit to 7+, then the unit cannot be hit.

Damage
Now damaging units is based on the training of the target unit, much like it Flames of War. An Inexperienced soldier is killed on a 3+, a Regular soldier on a 4+, and a Veteran soldier on a 5+.
Fighting against vehicles is the same, but needs a high number. Soft skinned vehicles such as a jeep are damaged on a 6+, armored vehicles go up from there.
So only heavy weapons with a + to Penetration can damage an armored vehicle. This + to damage also applies to non vehicles, so a .50 cal machine gun gets a +1 to damage infantry as well for example.

Pinning
The Pinning mechanic is the other innovative and interesting part of Bolt Action. When a unit is hit by shooting they get a pin marker, one per unit that shot. Each pin marker forces a -1 to the Morale score of a unit. When a unit has pin markers on them, they must take an order test to successfully carry out what they are ordered to do. An Inexperienced unit has Morale of 8, Regular 9, and Veteran 10. An order test is essentially the same as morale in warhammer, roll under or equal on 2d6. To execute an order, the unit must pass a Morale test, but a pin marker imposes a -1 on the test. Additionally each pin marker imposes a -1 to hit on a firing unit.

Assault
Units can charge into close combat with another unit by using a Run order. Each side rolls dice to kill(no rolls to hit) at one or more per soldier depending on weapons and special rules. The defender gets the chance to shoot, the attacker rolls to damage first, then the defender, and the loser is wiped out baring some special rules.

Conclusion
Here's some pictures of the stuff I have done so far.


 My first painted section and Cromwell. 

 My 6pdr anti tank gun. 
 Sniper stand. 
 A somewhat better picture of my painted section. 
Closer picture of the Cromwell. 




Wednesday, March 6, 2013

Small Update on the Guard + Space Marine list

I have been getting to paint for about 15 min a night and my progress is finally worthy of a small little blog post.  The list as it is right now is a Vendetta (minus the las cannons) + 20 guard which will either end up being vets or part of a mob + 1 painted imperial fists marine.




I hope you guys enjoy the progress update. I am sure Bryce will be along soon with an update with more substance. Also I would love to know if anyone else out there has tried out a guard/marine list. I have read some battle reports and they do about as well as anything else it seems. Thanks everyone, Jack!